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<FONT color="green">001</FONT>    package org.codemonkey.swiftworldserver;<a name="line.1"></a>
<FONT color="green">002</FONT>    <a name="line.2"></a>
<FONT color="green">003</FONT>    import org.apache.log4j.Logger;<a name="line.3"></a>
<FONT color="green">004</FONT>    import org.codemonkey.swiftsocketserver.ClientMessageToServer;<a name="line.4"></a>
<FONT color="green">005</FONT>    import org.codemonkey.swiftsocketserver.ServerMessageToClient;<a name="line.5"></a>
<FONT color="green">006</FONT>    import org.codemonkey.swiftsocketserver.ServerType;<a name="line.6"></a>
<FONT color="green">007</FONT>    import org.codemonkey.swiftsocketserver.ServerUtil;<a name="line.7"></a>
<FONT color="green">008</FONT>    import org.codemonkey.swiftsocketserver.SwiftSocketServer;<a name="line.8"></a>
<FONT color="green">009</FONT>    import org.codemonkey.swiftsocketserver.UnknownMessageException;<a name="line.9"></a>
<FONT color="green">010</FONT>    <a name="line.10"></a>
<FONT color="green">011</FONT>    /**<a name="line.11"></a>
<FONT color="green">012</FONT>     * The World Server class adds a thin layer around the {@link SwiftSocketServer} to ease the management of a world state, or simulation /<a name="line.12"></a>
<FONT color="green">013</FONT>     * game state. It does not handle clients or connections, only client messages in the context of a specific world implementation.<a name="line.13"></a>
<FONT color="green">014</FONT>     * &lt;p&gt;<a name="line.14"></a>
<FONT color="green">015</FONT>     * The most important aspect of this layer is the heart beat implementation that invokes updates on the given world context, based on a<a name="line.15"></a>
<FONT color="green">016</FONT>     * given frame per second. This FPS number determines how often the world or simulation is updated, while providing a delta factor<a name="line.16"></a>
<FONT color="green">017</FONT>     * indicating the number of seconds per frame as a scale. For example, with an FPS of 4, every 250ms an update is invoked with a value of<a name="line.17"></a>
<FONT color="green">018</FONT>     * 0,25. Lag is not accounted for (ie. the scale is not increased when an update takes too long). A higher FPS means faster but smaller<a name="line.18"></a>
<FONT color="green">019</FONT>     * updates, while lower FPS means less updates which are larger each time (also see {@link #secondsPerFrame}).<a name="line.19"></a>
<FONT color="green">020</FONT>     * &lt;p&gt;<a name="line.20"></a>
<FONT color="green">021</FONT>     * The World Server allows us to execute decoded client messages against a known context (your game class for example), so that the<a name="line.21"></a>
<FONT color="green">022</FONT>     * executable message can then invoke specific methods on your {@link WorldContext} implementation.<a name="line.22"></a>
<FONT color="green">023</FONT>     * &lt;p&gt;<a name="line.23"></a>
<FONT color="green">024</FONT>     * This class keeps polling the server for unprocessed messages and executes them when they become available.<a name="line.24"></a>
<FONT color="green">025</FONT>     * <a name="line.25"></a>
<FONT color="green">026</FONT>     * @param &lt;T&gt; A specific {@link WorldContext} implementation, such a some game or a simulation.<a name="line.26"></a>
<FONT color="green">027</FONT>     * @author Benny Bottema<a name="line.27"></a>
<FONT color="green">028</FONT>     * @since 1.0<a name="line.28"></a>
<FONT color="green">029</FONT>     */<a name="line.29"></a>
<FONT color="green">030</FONT>    public final class WorldServer&lt;T extends WorldContext&gt; {<a name="line.30"></a>
<FONT color="green">031</FONT>    <a name="line.31"></a>
<FONT color="green">032</FONT>            private static final Logger LOGGER = Logger.getLogger(WorldServer.class);<a name="line.32"></a>
<FONT color="green">033</FONT>    <a name="line.33"></a>
<FONT color="green">034</FONT>            /**<a name="line.34"></a>
<FONT color="green">035</FONT>             * The server that we simply start and listen to for new messages. All registered message types are delegated to this server instance.<a name="line.35"></a>
<FONT color="green">036</FONT>             */<a name="line.36"></a>
<FONT color="green">037</FONT>            final SwiftSocketServer server;<a name="line.37"></a>
<FONT color="green">038</FONT>    <a name="line.38"></a>
<FONT color="green">039</FONT>            /**<a name="line.39"></a>
<FONT color="green">040</FONT>             * The scaling factor calculated based on the frame per second passed in the constructor of this class.<a name="line.40"></a>
<FONT color="green">041</FONT>             * &lt;p&gt;<a name="line.41"></a>
<FONT color="green">042</FONT>             * You may use this to determine the size of the change set in your world simulation, as it changes proportionally and in conjunction<a name="line.42"></a>
<FONT color="green">043</FONT>             * with the FPS. Higher FPS means smaller changes each frame, while lower FP means larger changes each frame. This way you may throttle<a name="line.43"></a>
<FONT color="green">044</FONT>             * the FPs, while keeping simulation progress constant.<a name="line.44"></a>
<FONT color="green">045</FONT>             */<a name="line.45"></a>
<FONT color="green">046</FONT>            private double secondsPerFrame;<a name="line.46"></a>
<FONT color="green">047</FONT>    <a name="line.47"></a>
<FONT color="green">048</FONT>            /**<a name="line.48"></a>
<FONT color="green">049</FONT>             * The {@link WorldContext} implementation against which all executable messages are executed against.<a name="line.49"></a>
<FONT color="green">050</FONT>             */<a name="line.50"></a>
<FONT color="green">051</FONT>            private final T context;<a name="line.51"></a>
<FONT color="green">052</FONT>    <a name="line.52"></a>
<FONT color="green">053</FONT>            /**<a name="line.53"></a>
<FONT color="green">054</FONT>             * Starts a new default TCP swift socket server on the given port, performing updates based on the given frame per second.<a name="line.54"></a>
<FONT color="green">055</FONT>             * <a name="line.55"></a>
<FONT color="green">056</FONT>             * @param port The port on which the server should listen.<a name="line.56"></a>
<FONT color="green">057</FONT>             * @param context The context on which client messages are executed against.<a name="line.57"></a>
<FONT color="green">058</FONT>             * @param framesPerSecond The number of updates per second your world should perform.<a name="line.58"></a>
<FONT color="green">059</FONT>             * @see SwiftSocketServer#SwiftSocketServer(int)<a name="line.59"></a>
<FONT color="green">060</FONT>             */<a name="line.60"></a>
<FONT color="green">061</FONT>            public WorldServer(final int port, final T context, final double framesPerSecond) {<a name="line.61"></a>
<FONT color="green">062</FONT>                    this(port, context, framesPerSecond, ServerType.TCP);<a name="line.62"></a>
<FONT color="green">063</FONT>            }<a name="line.63"></a>
<FONT color="green">064</FONT>    <a name="line.64"></a>
<FONT color="green">065</FONT>            /**<a name="line.65"></a>
<FONT color="green">066</FONT>             * Starts a new swift socket server of a specific type (TCP / UDP) on the given port, performing updates based on the given frame per<a name="line.66"></a>
<FONT color="green">067</FONT>             * second.<a name="line.67"></a>
<FONT color="green">068</FONT>             * <a name="line.68"></a>
<FONT color="green">069</FONT>             * @param port The port on which the server should listen.<a name="line.69"></a>
<FONT color="green">070</FONT>             * @param context The context on which client messages are executed against.<a name="line.70"></a>
<FONT color="green">071</FONT>             * @param framesPerSecond The number of updates per second your world should perform.<a name="line.71"></a>
<FONT color="green">072</FONT>             * @param serverType The type of server {@link ServerType} (TCP or UDP).<a name="line.72"></a>
<FONT color="green">073</FONT>             * @see SwiftSocketServer#SwiftSocketServer(int, ServerType)<a name="line.73"></a>
<FONT color="green">074</FONT>             */<a name="line.74"></a>
<FONT color="green">075</FONT>            public WorldServer(final int port, final T context, final double framesPerSecond, final ServerType serverType) {<a name="line.75"></a>
<FONT color="green">076</FONT>                    this.context = context;<a name="line.76"></a>
<FONT color="green">077</FONT>                    setFramesPerSecond(framesPerSecond);<a name="line.77"></a>
<FONT color="green">078</FONT>                    server = new SwiftSocketServer(port, serverType);<a name="line.78"></a>
<FONT color="green">079</FONT>            }<a name="line.79"></a>
<FONT color="green">080</FONT>    <a name="line.80"></a>
<FONT color="green">081</FONT>            /**<a name="line.81"></a>
<FONT color="green">082</FONT>             * Delegates to {@link SwiftSocketServer#setPingPongMode(boolean)}.<a name="line.82"></a>
<FONT color="green">083</FONT>             * &lt;p&gt;<a name="line.83"></a>
<FONT color="green">084</FONT>             * Note: When changed, will only apply the new setting to &lt;strong&gt;new&lt;/strong&gt; clients.<a name="line.84"></a>
<FONT color="green">085</FONT>             * <a name="line.85"></a>
<FONT color="green">086</FONT>             * @param pingPongMode Flag indicated if ping pong mode should be turned on yes /no.<a name="line.86"></a>
<FONT color="green">087</FONT>             */<a name="line.87"></a>
<FONT color="green">088</FONT>            public void setPingPongMode(final boolean pingPongMode) {<a name="line.88"></a>
<FONT color="green">089</FONT>                    server.setPingPongMode(pingPongMode);<a name="line.89"></a>
<FONT color="green">090</FONT>            }<a name="line.90"></a>
<FONT color="green">091</FONT>    <a name="line.91"></a>
<FONT color="green">092</FONT>            /**<a name="line.92"></a>
<FONT color="green">093</FONT>             * Delegates to {@link SwiftSocketServer#setPingPongMode(boolean, int, int)}.<a name="line.93"></a>
<FONT color="green">094</FONT>             * &lt;p&gt;<a name="line.94"></a>
<FONT color="green">095</FONT>             * Note: When changed, will only apply the new setting to &lt;strong&gt;new&lt;/strong&gt; clients.<a name="line.95"></a>
<FONT color="green">096</FONT>             * <a name="line.96"></a>
<FONT color="green">097</FONT>             * @param pingPongMode Flag indicated if ping pong mode should be turned on yes /no.<a name="line.97"></a>
<FONT color="green">098</FONT>             * @param pingPongIntervalMs Interval in milliseconds for ping messages to the client.<a name="line.98"></a>
<FONT color="green">099</FONT>             * @param pingPongTimeoutMs Timeout in milliseconds for a pong message to the client.<a name="line.99"></a>
<FONT color="green">100</FONT>             */<a name="line.100"></a>
<FONT color="green">101</FONT>            public void setPingPongMode(final boolean pingPongMode, final int pingPongIntervalMs, final int pingPongTimeoutMs) {<a name="line.101"></a>
<FONT color="green">102</FONT>                    server.setPingPongMode(pingPongMode, pingPongIntervalMs, pingPongTimeoutMs);<a name="line.102"></a>
<FONT color="green">103</FONT>            }<a name="line.103"></a>
<FONT color="green">104</FONT>    <a name="line.104"></a>
<FONT color="green">105</FONT>            /**<a name="line.105"></a>
<FONT color="green">106</FONT>             * Registers a client-to-server message on the given unique identifier on the swift socket server, by delegating to<a name="line.106"></a>
<FONT color="green">107</FONT>             * {@link SwiftSocketServer#registerClientMessageToServerType(int, Class)}.<a name="line.107"></a>
<FONT color="green">108</FONT>             * <a name="line.108"></a>
<FONT color="green">109</FONT>             * @param messageId The unique identifier for this message type.<a name="line.109"></a>
<FONT color="green">110</FONT>             * @param messageType A {@link ClientMessageToServer} sub type.<a name="line.110"></a>
<FONT color="green">111</FONT>             */<a name="line.111"></a>
<FONT color="green">112</FONT>            public void registerClientMessageToServerType(final int messageId, final Class&lt;? extends ClientMessageToServer&lt;T&gt;&gt; messageType) {<a name="line.112"></a>
<FONT color="green">113</FONT>                    server.registerClientMessageToServerType(messageId, messageType);<a name="line.113"></a>
<FONT color="green">114</FONT>            }<a name="line.114"></a>
<FONT color="green">115</FONT>    <a name="line.115"></a>
<FONT color="green">116</FONT>            /**<a name="line.116"></a>
<FONT color="green">117</FONT>             * Registers a server-to-client message on the given unique identifier on the swift socket server, by delegating to<a name="line.117"></a>
<FONT color="green">118</FONT>             * {@link SwiftSocketServer#registerServerMessageToClientId(int, Class)}.<a name="line.118"></a>
<FONT color="green">119</FONT>             * <a name="line.119"></a>
<FONT color="green">120</FONT>             * @param messageId The unique identifier for this message type.<a name="line.120"></a>
<FONT color="green">121</FONT>             * @param messageType A {@link ServerMessageToClient} sub type.<a name="line.121"></a>
<FONT color="green">122</FONT>             */<a name="line.122"></a>
<FONT color="green">123</FONT>            public void registerServerMessageToClientId(final int messageId, final Class&lt;? extends ServerMessageToClient&gt; messageType) {<a name="line.123"></a>
<FONT color="green">124</FONT>                    server.registerServerMessageToClientId(messageId, messageType);<a name="line.124"></a>
<FONT color="green">125</FONT>            }<a name="line.125"></a>
<FONT color="green">126</FONT>    <a name="line.126"></a>
<FONT color="green">127</FONT>            /**<a name="line.127"></a>
<FONT color="green">128</FONT>             * Calls {@link WorldContext#initWorld()} before starting the server, after which the server starts handling client connections,<a name="line.128"></a>
<FONT color="green">129</FONT>             * incoming messages and world updates.<a name="line.129"></a>
<FONT color="green">130</FONT>             */<a name="line.130"></a>
<FONT color="green">131</FONT>            @SuppressWarnings("unchecked")<a name="line.131"></a>
<FONT color="green">132</FONT>            public void start() {<a name="line.132"></a>
<FONT color="green">133</FONT>                    // 1. starting universe<a name="line.133"></a>
<FONT color="green">134</FONT>                    LOGGER.info("loading universe...");<a name="line.134"></a>
<FONT color="green">135</FONT>                    context.initWorld();<a name="line.135"></a>
<FONT color="green">136</FONT>                    LOGGER.info("universe loaded. Welcome.\n");<a name="line.136"></a>
<FONT color="green">137</FONT>    <a name="line.137"></a>
<FONT color="green">138</FONT>                    // 2. startup server<a name="line.138"></a>
<FONT color="green">139</FONT>                    server.start();<a name="line.139"></a>
<FONT color="green">140</FONT>    <a name="line.140"></a>
<FONT color="green">141</FONT>                    // 3. run simulation<a name="line.141"></a>
<FONT color="green">142</FONT>                    while (server.isRunning()) {<a name="line.142"></a>
<FONT color="green">143</FONT>                            final long now = System.currentTimeMillis();<a name="line.143"></a>
<FONT color="green">144</FONT>                            while (System.currentTimeMillis() - now &lt; secondsPerFrame * 1000) {<a name="line.144"></a>
<FONT color="green">145</FONT>                                    if (server.hasClientMessages()) {<a name="line.145"></a>
<FONT color="green">146</FONT>                                            @SuppressWarnings("rawtypes")<a name="line.146"></a>
<FONT color="green">147</FONT>                                            final ClientMessageToServer message = server.getNextClientMessage();<a name="line.147"></a>
<FONT color="green">148</FONT>                                            try {<a name="line.148"></a>
<FONT color="green">149</FONT>                                                    message.execute(context);<a name="line.149"></a>
<FONT color="green">150</FONT>                                            } catch (final UnknownMessageException e) {<a name="line.150"></a>
<FONT color="green">151</FONT>                                                    LOGGER.error(String.format("received invalid message from client '%s'", e.getClientContext()));<a name="line.151"></a>
<FONT color="green">152</FONT>                                                    LOGGER.debug("\t\t" + e);<a name="line.152"></a>
<FONT color="green">153</FONT>                                            } catch (final Exception e) {<a name="line.153"></a>
<FONT color="green">154</FONT>                                                    // severe error, but catch to prevent server from crashing<a name="line.154"></a>
<FONT color="green">155</FONT>                                                    LOGGER.error(String.format("error executing message '%s'", message));<a name="line.155"></a>
<FONT color="green">156</FONT>                                                    LOGGER.debug("\t\t" + e);<a name="line.156"></a>
<FONT color="green">157</FONT>                                            }<a name="line.157"></a>
<FONT color="green">158</FONT>                                    } else {<a name="line.158"></a>
<FONT color="green">159</FONT>                                            ServerUtil.defaultSleep();<a name="line.159"></a>
<FONT color="green">160</FONT>                                    }<a name="line.160"></a>
<FONT color="green">161</FONT>                            }<a name="line.161"></a>
<FONT color="green">162</FONT>                            context.updateWorld(secondsPerFrame);<a name="line.162"></a>
<FONT color="green">163</FONT>                    }<a name="line.163"></a>
<FONT color="green">164</FONT>            }<a name="line.164"></a>
<FONT color="green">165</FONT>    <a name="line.165"></a>
<FONT color="green">166</FONT>            /**<a name="line.166"></a>
<FONT color="green">167</FONT>             * Changes how often the server invokes {@link WorldContext#updateWorld(double)} and how big the delta factor is (by recalculating<a name="line.167"></a>
<FONT color="green">168</FONT>             * seconds-per-frame).<a name="line.168"></a>
<FONT color="green">169</FONT>             * <a name="line.169"></a>
<FONT color="green">170</FONT>             * @param framesPerSecond The number of frames per second (world updates per second).<a name="line.170"></a>
<FONT color="green">171</FONT>             * @see WorldServer<a name="line.171"></a>
<FONT color="green">172</FONT>             */<a name="line.172"></a>
<FONT color="green">173</FONT>            public void setFramesPerSecond(final double framesPerSecond) {<a name="line.173"></a>
<FONT color="green">174</FONT>                    this.secondsPerFrame = 1d / framesPerSecond;<a name="line.174"></a>
<FONT color="green">175</FONT>                    LOGGER.info(String.format("setting frame per setting to: %s (delta factor now: %s)", framesPerSecond, secondsPerFrame));<a name="line.175"></a>
<FONT color="green">176</FONT>            }<a name="line.176"></a>
<FONT color="green">177</FONT>    <a name="line.177"></a>
<FONT color="green">178</FONT>            /**<a name="line.178"></a>
<FONT color="green">179</FONT>             * Stops the Swift Socket Server by delegating this call to {@link SwiftSocketServer#stop()}.<a name="line.179"></a>
<FONT color="green">180</FONT>             */<a name="line.180"></a>
<FONT color="green">181</FONT>            public void stop() {<a name="line.181"></a>
<FONT color="green">182</FONT>                    server.stop();<a name="line.182"></a>
<FONT color="green">183</FONT>            }<a name="line.183"></a>
<FONT color="green">184</FONT>    <a name="line.184"></a>
<FONT color="green">185</FONT>            /**<a name="line.185"></a>
<FONT color="green">186</FONT>             * Sends a message to the client context stored in the message by delegating this call to<a name="line.186"></a>
<FONT color="green">187</FONT>             * {@link SwiftSocketServer#sendMessage(ServerMessageToClient)}.<a name="line.187"></a>
<FONT color="green">188</FONT>             * <a name="line.188"></a>
<FONT color="green">189</FONT>             * @param serverMessage The message to send to the client associated with it.<a name="line.189"></a>
<FONT color="green">190</FONT>             */<a name="line.190"></a>
<FONT color="green">191</FONT>            public void sendMessage(final ServerMessageToClient serverMessage) {<a name="line.191"></a>
<FONT color="green">192</FONT>                    server.sendMessage(serverMessage);<a name="line.192"></a>
<FONT color="green">193</FONT>            }<a name="line.193"></a>
<FONT color="green">194</FONT>    <a name="line.194"></a>
<FONT color="green">195</FONT>            /**<a name="line.195"></a>
<FONT color="green">196</FONT>             * Send a message to all connected clients ignoring the client context in the message, by delegating this call to<a name="line.196"></a>
<FONT color="green">197</FONT>             * {@link SwiftSocketServer#broadcastMessage(ServerMessageToClient)}.<a name="line.197"></a>
<FONT color="green">198</FONT>             * <a name="line.198"></a>
<FONT color="green">199</FONT>             * @param serverMessage The message to send to all clients (ignoring clientContext on the message).<a name="line.199"></a>
<FONT color="green">200</FONT>             */<a name="line.200"></a>
<FONT color="green">201</FONT>            public void broadcastMessage(final ServerMessageToClient serverMessage) {<a name="line.201"></a>
<FONT color="green">202</FONT>                    server.broadcastMessage(serverMessage);<a name="line.202"></a>
<FONT color="green">203</FONT>            }<a name="line.203"></a>
<FONT color="green">204</FONT>    }<a name="line.204"></a>




























































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